|
|
Am 17.07.2012 21:57, schrieb Patrick Elliott:
> There almost needs to be like either an "infinite" math, which isn't
> practical, or some sort of "extra" math, which tells it, when running
> across these things, "Are you inside object A, instead of B, and from
> which direction are you approaching that side, as a result?". No idea if
> that is even practical, but... coincident surfaces (and obviously
> intersection code) currently require tricks that, from a practical
> standpoint "break" the actual physics of the object, by requiring things
> like, "leave a small gap between the contents of a cup, and the actual cup.
Coincident surface issues /are/ a major PITA - this is known to the dev
team, and it's pretty high on the agenda. But not for 3.7, that's for sure.
Post a reply to this message
|
|